using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif

[CreateAssetMenu(fileName = "AppMainifestSettings", menuName = "Gj/AppMainifestSettings")]
public class AppMainifestSettings : ScriptableObject
{
    [Tooltip("本地Manifest文件名称")]
    public string Manifest = "manifest.json";

    [Tooltip("本地Namespace的Manifest文件名称")]
    public string NamespaceManifest = "manifest_namespace.json";

    [Tooltip("App Info Path：为空不检查更新, manifest.json, main.json, com.abc.json")]
    public string AppInfoPath = "";

    [Tooltip("是否开启Namespace")]
    public bool Namespace = false;
    
    [Tooltip("是否开启Bundle")]
    public bool AssetBundle = true;

    [Tooltip("开启兼容模式：类似Editor模式（Bundle基础上，可以不用打包stream）")]
    public bool CStatus = false;

    [Tooltip("本地热更: 测试模式无效")]
    public bool ILRuntimeLocal = false;

    [Tooltip("Editor模式测试: 编辑模式有效")] 
    public bool EditorTest = false;

    [Tooltip("单机模式")]
    public bool Single = false;

    [Tooltip("Debug工具开关")]
    public bool Debug = false;
    
    [Tooltip("启动服务器更新")]
    public bool Update = false;

    [Tooltip("自动下载所有更新Bundle")]
    public bool Auto = false;

    [Tooltip("根Namespace")]
    public string ns = "main";
}